MysteriousDysruption Posted July 8 Posted July 8 (edited) 49 minutes ago, coma987 said: New update to the modding framework released. Do all mods have wrong shading on them with the new update? Appears to be so. Mods will need to be edited to fix shading issues. https://nenkai.github.io/relink-modding/modding/endless_ragnarok_and_mods/#tablegameplay-mods This covers the details of what needs to be updated and how. Edited July 8 by MysteriousDysruption
kuromicola Posted July 9 Posted July 9 Does anyone have the link to the relink modding x discord i need to grab more nsfw
KS212 Posted July 10 Posted July 10 All things considered, it's pretty good that the only thing which broke is the textures. At least the mods still load...
Modgamer00 Posted July 10 Posted July 10 Looking forward to modders bringing sexy Semi Nude skin mods for the new waifus of Endless Ragnarok DLC
A Simple Twist Posted July 10 Posted July 10 Fortunately the texture fix is easy, just tedious. If you can't wait there is a brute force fix here: https://nenkai.github.io/relink-modding/models/updating_models_for_er/ But there are warnings that this could break some mods Here are some screen shots I took of the mods that I worked on/are working on that have been fixed in the mod files themselves: Spoiler Both are edits to the Ver. R mods. The Katalina one is complete and I am still working on the weights for the Rosetta mod, as you can see clipping under her armpit. The process requires the modder to re-export the .mmat files (which holds all the texture info) and do the same change that told the .mmat file to not use the inbuilt textures. Since there are 11 .mmat files per character for each skin, it gets tedious. I'm looking at 8 character mods I have to fix and 6 npc mods... so at least 88 files to re-export and edit to make the textures work... 5
KS212 Posted July 10 Posted July 10 (edited) Modders are starting to fix their mods. Anyone know where to grab this one? EDIT: Found it https://drive.google.com/file/d/1AFlGJPT_xCDVkNd1BbZSEVnNYlPYNjYQ/view?usp=drive_link Edited July 10 by KS212 2
KS212 Posted July 10 Posted July 10 2 hours ago, A Simple Twist said: The process requires the modder to re-export the .mmat files (which holds all the texture info) and do the same change that told the .mmat file to not use the inbuilt textures. Since there are 11 .mmat files per character for each skin, it gets tedious. I'm looking at 8 character mods I have to fix and 6 npc mods... so at least 88 files to re-export and edit to make the textures work... Can you give a bit more detail on what to do after re-exporting? I get the re-export part, that bit's easy... what specifically needs to be done afterward? I can help update some of these if I know the exact process.
A Simple Twist Posted July 10 Posted July 10 4 minutes ago, KS212 said: Can you give a bit more detail on what to do after re-exporting? I get the re-export part, that bit's easy... what specifically needs to be done afterward? I can help update some of these if I know the exact process. First you need to follow this part of the modding website https://nenkai.github.io/relink-modding/models/exporting/?h=mmat#materials and download the "FlatBuffers / flatc" and "FlatBuffer MMat schema". Then you use the mmat to json bat file here (by dragging the .mmat file onto the .bat in file explorer). Make sure the bat files are in the same folder as the flatc and MMatModelMaterials.fbs files or else it will not work. mmat json bat files.zip Spoiler Like this, the floating see through file is a .mmat file I dragged over the bat file. The other stuff in the screen shot are tools for other purposes, you just need the bat files, flatc and MMatModelMaterials.fbs. This will create a json file that can be opened using anything that can read json files. I use visual studio but if you don't have that I'm sure there is something you can use online. Once you open the json file there will be a bunch of code, somewhere in there you need to find the names of the textures that have been changed. I'll use my Rosetta mod as an example. Since the Rosetta mod only edited the skin textures I only had to look for things like this: (note the "skin" in the texture name) Once you found the right textures, there should be something like this below it You need to delete the "granite_params" of the code. This part tells the game to look at the textures already in the game, so by deleting it the game uses the textures that you give it. Save the json file, delete the original .mmat file and then drag the json file onto the json to mmat converter the same way you did with the mmat to json. You need to delete the original .mmat because the converter doesn't like it if there is already a file sharing it's name. Now take the new .mmat file and move it into the vars folder of the mod and it should be working if done correctly. 3
KS212 Posted July 10 Posted July 10 Ok, so to sum up: 1) Re-export all the .mmat files used in the mod 2) Convert .mmat to .json 3) Open .json (I'll use NP++) and search for 'granite_params', delete the entire block 4) Convert .json back to .mmat 5) Lather rinse repeat for all .mmat used by the mod That about right? I was actually thinking the original .mmat files from the mods could be reused but I guess not, it would have saved a lot of hassle.
A Simple Twist Posted July 10 Posted July 10 16 minutes ago, KS212 said: Ok, so to sum up: 1) Re-export all the .mmat files used in the mod 2) Convert .mmat to .json 3) Open .json (I'll use NP++) and search for 'granite_params', delete the entire block 4) Convert .json back to .mmat 5) Lather rinse repeat for all .mmat used by the mod That about right? I was actually thinking the original .mmat files from the mods could be reused but I guess not, it would have saved a lot of hassle. Make sure to only delete the 'granite_params' of the material that is having its textures changed, best bet is to search in the json file for the names of any textures in the textures file of the mod and those that are affected. Of course if the mod uses a material but changes the name of the textures then you will have to edit the names of the textures in the json to match the old mod but... most mods shouldn't need it. The reason the old .mmat files don't work is because the internal hashes changed from base game to Ragnarok, so you would need to figure out the new hash values and at that point it's better to just re-export.
KS212 Posted July 10 Posted July 10 24 minutes ago, A Simple Twist said: Of course if the mod uses a material but changes the name of the textures then you will have to edit the names of the textures in the json to match the old mod but... most mods shouldn't need it. This is a problem I'm running into... I'm trying for example to fix a Katalina mod. The old mod has: pl0200_skin_lod0_albd.texture pl0200_skin_msk1_albd.texture pl0200_skin_msk2_albd.texture pl0200_skin_lod0_nrml.texture I can find these references in the old .mmat when converted to json just fine. But, the new mmat/json's have no 'skin' entries at all! So now it's a frigging toss up...
4399seer Posted July 10 Posted July 10 I discovered a simple way to fix the shadow errors. That is to delete this folder (vars) in the mod. Then the textures will load the default ones. This method is very effective for some mods where the skin changes are not significant. For example, "Penis Little Dragon", "Half-naked Lydia", "Half-naked Rosetta"
blkguy Posted July 10 Posted July 10 4 hours ago, KS212 said: Can you give a bit more detail on what to do after re-exporting? I get the re-export part, that bit's easy... what specifically needs to be done afterward? I can help update some of these if I know the exact process. How is the re-export actually done? I read some of the guide and it seemed like it would need special software, is it possible without blender and such?
A Simple Twist Posted July 10 Posted July 10 1 hour ago, KS212 said: This is a problem I'm running into... I'm trying for example to fix a Katalina mod. The old mod has: pl0200_skin_lod0_albd.texture pl0200_skin_msk1_albd.texture pl0200_skin_msk2_albd.texture pl0200_skin_lod0_nrml.texture I can find these references in the old .mmat when converted to json just fine. But, the new mmat/json's have no 'skin' entries at all! So now it's a frigging toss up... So this is a thing with the Ver. R mods (I'm assuming it's this because I had to figure this out too) What the mod maker did was replace... I think it was the second instance of cloak? with the names of his textures. I'll send my fixed .mmats and jsons so you can test if that works instead. vars.zip
A Simple Twist Posted July 10 Posted July 10 33 minutes ago, blkguy said: How is the re-export actually done? I read some of the guide and it seemed like it would need special software, is it possible without blender and such? You export the .mmat files using GBFRDataTools, found here: https://nenkai.github.io/relink-modding/tutorials/file_extraction/ It's kind of a pain but the tutorial is pretty on point.
A Simple Twist Posted July 10 Posted July 10 (edited) The modders figured out how to do transparency! So I decided to test it on Ferry's bottle while I was updating my half nude mod for her. It doesn't look perfect but it's better than nothing! (which was what I had before). Also front view of the mod if anyone is interested in it. I need to do the other colours but I am almost done. For now I sleep. I'll help people out as soon as I can but it might be a while because parents are around and I want to spend some time with them before I leave, shouldn't be more than half a day. Edited July 10 by A Simple Twist 5
KS212 Posted July 10 Posted July 10 (edited) 12 minutes ago, A Simple Twist said: What the mod maker did was replace... I think it was the second instance of cloak? with the names of his textures. I found this out the hard way. I used WinMerge and did the same thing, that row that he replaced, I also replaced and changed the shader type from 5 to 6. Thanks for your help! I will start fixing some stuff myself and share it here when done. 👍 Edited July 10 by KS212
KS212 Posted July 10 Posted July 10 (edited) 48 minutes ago, blkguy said: How is the re-export actually done? I read some of the guide and it seemed like it would need special software, is it possible without blender and such? You don't need blender, just the GBFRDataTools.exe and .NET 8. Then just run a command: GBFRDataTools.exe extract -i "Location to your data.i" -f "path of the file you want" -o "where you want it exported" So for example, for me it's: GBFRDataTools.exe extract -i "I:\Steam\steamapps\common\Granblue Fantasy Relink\data.i" -f "model/pl/pl0200/vars/0.mmat" -o "F:\Downloads\Granblue Relink Mods\Tools" This gets me the 0.mmat file, then I repeat for whatever .mmats I need. Edited July 10 by KS212
blkguy Posted July 10 Posted July 10 (edited) 41 minutes ago, KS212 said: You don't need blender, just the GBFRDataTools.exe and .NET 8. Then just run a command: GBFRDataTools.exe extract -i "Location to your data.i" -f "path of the file you want" -o "where you want it exported" So for example, for me it's: GBFRDataTools.exe extract -i "I:\Steam\steamapps\common\Granblue Fantasy Relink\data.i" -f "model/pl/pl0200/vars/0.mmat" -o "F:\Downloads\Granblue Relink Mods\Tools" This gets me the 0.mmat file, then I repeat for whatever .mmats I need. That was very helpful, thanks. I was able to fix my Io mod so I will probably be able to fix the rest of them. By the way, I guess it is my understanding that you would know what .mmats you need based on what the original mod had. If that is the case, it may save you some time to just run that command in a loop. for /L %i in (0, 1, 8) do GBFRDataTools.exe extract -i "I:\Steam\steamapps\common\Granblue Fantasy Relink\data.i" -f "model/pl/pl0200/vars/%i.mmat" -o "F:\Downloads\Granblue Relink Mods\Tools" would grab mmat files 0-8 in one command. Edited July 10 by blkguy
KS212 Posted July 10 Posted July 10 (edited) 1 hour ago, blkguy said: By the way, I guess it is my understanding that you would know what .mmats you need based on what the original mod had. If that is the case, it may save you some time to just run that command in a loop. for /L %i in (0, 1, 8) do GBFRDataTools.exe extract -i "I:\Steam\steamapps\common\Granblue Fantasy Relink\data.i" -f "model/pl/pl0200/vars/%i.mmat" -o "F:\Downloads\Granblue Relink Mods\Tools" would grab mmat files 0-8 in one command. Thanks. The 0 to 8 isn't absolute, it really depends on what the mod uses. So, yeah... Either way though, it really is tedious... but at least it isn't hard. Definitely tedious AF... I should add it seems like the expansion DLC added mmat 9 and 10, I'm guessing these are 2 new costumes. Edited July 10 by KS212
Togurolucifer Posted July 10 Posted July 10 where is the best place to get mods for all the characters? (obviously not nexus)
MysteriousDysruption Posted July 11 Posted July 11 Once I get some free time I can start updating some of the mods that are no longer supported by their original authors. 2
DORODERE Posted July 11 Posted July 11 (edited) 2 hours ago, MysteriousDysruption said: Once I get some free time I can start updating some of the mods that are no longer supported by their original authors. Hoping for an update to Zai's mods! He did Narmaya, Djeeta, Zeta and Cagliostro. I don't think he's posted a single mod for any game in over a year, so these won't be getting updated by him =( I have an old Mega link with lots of mods for this game if anyone needs it. Obviously none of them work and need to be updated though =P https://mega.nz/folder/VjRVkRyJ#FgX0bE6tRgzw_7NaTOAFhg Edited July 11 by DORODERE 4
blkguy Posted July 11 Posted July 11 24 minutes ago, DORODERE said: Hoping for an update to Zai's mods! He did Narmaya, Djeeta, Zeta and Cagliostro. I don't think he's posted a single mod for any game in over a year, so these won't be getting updated by him =( I have an old Mega link with lots of mods for this game if anyone needs it. Obviously none of them work and need to be updated though =P I use different ones for Djeeta and Narmaya but I happened to have a cag seminude and the zeta full nude that I already fixed gbfrelink.cagliostro.zaiseminudenocapeER.zip gbfrelink.zeta.zainudeER.zip 5
Obligitury Posted July 11 Posted July 11 19 hours ago, KS212 said: Modders are starting to fix their mods. Anyone know where to grab this one? EDIT: Found it https://drive.google.com/file/d/1AFlGJPT_xCDVkNd1BbZSEVnNYlPYNjYQ/view?usp=drive_link pantsu mod? lets gooooo!
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